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Post by Sparky on Nov 26, 2019 22:44:17 GMT -8
Spell name: Supersonic Spell Main Element: War Affinity Strength: 2 Function: Caster launches themselves forwards at an accelerated rate, moving at an incredible speed. However, while going at top speed, turning can be an incredible effort, while stopping is another beast entirely. This can lead to many users slamming into objects, people, or walls. Extended use for long periods can quickly tire and exhaust a wielder, putting strain on the muscles and making it more likely for their limbs to cramp, lock up, or cause them to stumble or collapse. Availability: Open
Spell name: Flash step Spell Main Element: War Affinity Strength: 3 Function: For a brief period of time, the caster moves a short distance incredibly quickly. This can be used to dodge out of the way of devastating attacks, or to reposition oneself. If a user is able to move fast enough, they may even leave behind a disorienting after-image. However, a single use can tire a practiced mage with ease, and repeated use can even lead to crippling exhaustion, muscle fatigue, and cause a caster to fall unconscious. Availability: Open
Spell name: Gatling Blows Spell Main Element: War Affinity Strength: 5 Function: Caster unleashes a flurry of heavy blows in blindingly quick succession. Due to the speed and (relative) inaccuracy of strikes, they can be hard to track or block. However, these strikes put an immense strain on the caster's arms, and can even lead to them becoming temporarily useless Availability: Open
Spell name: Mirror-step Spell Main Element: War Affinity Strength: 7 Function: Utilizing quick, short, and rapid movements similar to flash-stepping, a caster creates multiple after-image copies in rapid succession to disorient and distract an enemy. Use of this tactic must be brief and infrequent, otherwise the user will suffer the same effects of flash-stepping far, far faster. Afterimages are static and cannot perform additional actions. Availability: Open
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Post by swiftyuki on Dec 7, 2019 11:14:02 GMT -8
Spell name: Particulate Ammunition Spell Main Element: Water (Mollusk Faunus Bypass) -Spell Sub Elements: -- Affinity Strength: 1 (at base) Function: Water mages have learned from aquatic animals and faunus like that of oysters to take in small particles of sand, dirt, or any residual metal and compress it in a similar manner to a pearl. Additionally, they've learned to use this as a long range attack and fire these pearls similar to a bullet.
Surprisingly, the technique has advanced enough for these pearls to pass through flesh seamlessly without it doing any form of damage or alteration to the user's body. However, they should still be careful with toxic materials like lead intake.
Some more advanced mages are able to stockpile these pearl bullets in their body for rapid fire or shrapnel spread capabilities. While the size of these pearl bullets can be as large as a cannon ball, it leads to complications so most mages keep it simple. Another thing to be careful about is in regards to metallic pearls due to magnetism and electrical conduction. Water mages are advised to use caution when fighting a lightning, metal, or magnetic earth mage as this can be exposed as something incredibly fatal to their hold in a fight.
Affinity - Pearls Made 1 - 4 4 - 8 7 - 12 10 - 20 Availability: Open
Spell name: Exoskeletal Armour Spell Main Element: Water (Mollusk Faunus Bypass) -Spell Sub Elements: -- Affinity Strength: 1 (at base) Function: Water mages have learned from aquatic animals and faunus like that of oysters to take in small particles of sand, dirt, or any residual metal and compress it in a similar manner to a pearl. However, this compression takes place around the body, taking on aesthetics of chitinous armour. It works similarly to the Earth spell "Facet Armour" in that it will protect the user for some damage but will shatter and fall off once broken.
Affinity - Refinement - Hit points 1 - Basic Layering - 5 4 - Moderate Layering - 10 7 - Heavy Layering - 20 10 - Bulk Layering - 40 Availability: Open
Spell name: Shell Barrier Spell Main Element: Water (Mollusk Faunus Bypass) -Spell Sub Elements: -- Affinity Strength: 1 (at base) Function: Water mages have learned from aquatic animals and faunus like that of oysters to take in small particles of sand, dirt, or any residual metal and compress it in a similar manner to a pearl. The particles are concentrated into the shape of a shell, protecting the user and any allies in the nearest area. It can also be used to potentially immobilise a target. The shell is much thicker than Exoskeletal armour and is harder to break.
The mage's affinity and refinement determines the shell's shape and thickness. Additional accents can be applied to make the shell spiny to try to ward off close combat. The spines and broken shards of shells can also be broken off and used similar to crude weaponry.
Affinity - Refinement/Shape - No. of People That Can Fit - Hit Points 1 - Oyster - 1 - 10 4 - Moon Snail - 3 - 20 7 - Nautilus - 5 - 40 10 - Conch - 7 - 80 Availability: Open
Spell name: Projectile Blood Spell Main Element: Blood (Reptile Faunus Bypass) -Spell Sub Elements: -- Affinity Strength: 1 Function: Blood mages and reptile faunus both learned these techniques as a fast defensive mechanism. The blood can be released anywhere but was first used coming out of the eyes, mouth, or hands and aimed to the target's face to blind and startle them. Availability: Open
Spell name: Blood Bullet Spell Main Element: Blood -Spell Sub Elements: -- Affinity Strength: 1 (at base) Function: An addition to projectile blood, blood mages have learned to weaponise their own blood, clotting it and turning it into something akin to a bullet. These can be shot in shrapnel rounds or in rapid fire form, the stronger mages able to handle a higher number of clots in their body.
Affinity - Clots Made 1 - 4 4 - 8 7 - 12 10 - 20 Availability: Open
Spell name: Underdark Banishment Spell Main Element: Dark -Spell Sub Elements: -- Affinity Strength: 7 Function: The user casts a shadow that takes a large area around the target. Shadows burst forth and immediately drag any targets over the shadow into a space of total darkness. The darkness within this shadow is intense enough to snuff out most light cast and will entangle the user with ragged tendrils that will proceed to decorate the user in scratches. This attack can be continued for a maximum of 5 turns, and the targets can attempt to figt the tendrils from entering the inky blackness or to escape it during this time. Availability: Open
Spell name: Death's Grip Spell Main Element: Dark -Spell Sub Elements: -- Affinity Strength: 6 Function: Named for the sensation this attack brings, Shadow mages cast a shadow onto the target that winds around the body, applying pressure wherever it goes. The main point of focus is the target's neck, attempting to either break it or strangle the target enough to the point they are knocked totally unconscious. An extended use of this attack involves riddling the target's body with hard cuts when the shadows move as well as twisting around the body and applying a hard pressure in attempt to break bones. Availability: Open
Spell name: Phoenix Rising Spell Main Element: Fire -Spell Sub Elements: -- Affinity Strength: 5 Function: The user, when knocked onto the ground, can burst upwards with an explosive flame that knocks back nearby targets and sets them on fire. The flames flying out from this explosive blast almost appear in the shape of a phoenix, whatever ones not hitting a target have minute sentience to fly back and make a secondary aim to hit a target. After the second attempt to hit, the flames will not attempt a third hit and stick to the place where they struck. Availability: Open
Spell name: Cruor Curse: Blood Body Spell Main Element: Blood -Spell Sub Elements: -- Affinity Strength: 8 Function: Blood mages strong enough that seek a closer bond to the domain of blood cast this spell in attempts to do so. This spell breaks the body, moving their soul and binding it solely to their blood, their body only becoming a disguise to fit into society.
The body they wear doesn't decay so long as it's in contact with the blood, causing the cells to regenerate and maintain an alive and healthy appearance but can be shed temporarily for ease of battle. When worn in battle, the body can separate and open up for the blood to lash out and reseal itself seamlessly as if nothing happened. Availability: Open
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Post by Sparky on Dec 11, 2019 3:16:17 GMT -8
Spell name: Shadow Form Spell Main Element: Dark -Spell Sub Elements: N/A Affinity Strength: 3 at Base Function: User cloaks portions of their form in dense shadows, drawing energy from deep within their heart to create an armored form based upon them. The shadows are as hard as the strongest armors, with a unique mask of sorts sharing the aesthetic. Many individuals will find certain aspects of them enhanced or exagerated, while others find results never expected. The appearance of the shadows can vary wildly, from flowing like fire, hardening like steel, or shimmering like smoke or mist. Casters particularly skilled with this spell can summon pieces of the construct at a time, instead of the full form, draining less mana but requiring more focus.
Affinity- Refinement- Durability; 3-5: Cloth and chitin. 5 6-8: Leather, Scale, Iron. Appearance can be slightly adjusted with enough focus. 10 9: Steel Platemail. Appearance can be adjusted with minimal focus. 20 10: Mithral and other extremely rare materials. Appearance Can be adjusted freely, enhancing traits or diminishing them. Caster also recieves enhanced resistance to light magic. 40
Availability: Open
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Post by Sparky on Dec 11, 2019 4:05:38 GMT -8
Spell name: Elemental Cut Spell Main Element: Variable -Spell Sub Elements: N/A Affinity Strength: 4 Function: The user imbues and enhances their weapon with their primary element, providing different effects based on the element the weapon is imbued with. Elemental Table: Fire: The weapon ignites in a fiery blaze, burning anything struck. Water: The water takes on a fluid form, making every strike feel heavier and slowing the target's movement. -Ice: The weapon takes on a frigid form of frost and ice, when striking the weapon creates layers of ice on the opponent giving to immobilize them briefly. Lightning: The weapon takes on an wild, electric appearance, and when striking an opponent it has a chance to flood the target with electricity, stunning them momentarily. Earth: The weapon takes on an appearance related to the caster's earthen preference, when striking a target the wounds grow and blister with earth. (crystals optional) Darkness: The weapon takes on a wispy form, and when striking, it passes through armor or weapons, cutting the flesh beneath. Light: The weapons takes on a glowing, angelic form, and when striking, it passes through armor or weapons, burning through the flesh beneath. Blood: The weapon takes on a vile, crimson appearance, and when making contact, the weapon causes blood vessels to burst, causing internal damage around the area hit. Flora: The weapon takes on a more natural, blossoming appearance, and each cut with the weapon causes plants to grow from the wound and entangle the opponent. Metal: The weapon becomes far harder and sharper, cutting through materials a lot cleaner and easier. Wind: The weapon takes on a focused appearance of air like a captured gust or cloud. Impacts with the weapon have a chance to summon a gust that knocks back or staggers the opponent. War: The weapon glows with the raw element of war, and every impact upon armor slams and dents it violently, increasing the chance of breaking the armor piece on impact. Death: The weapon takes on a vile form of bone, accented by endless smoke, each cut kills the cells of the victim around the area, and deep enough cuts can render a limb completely useless. Necrotic: The weapon takes on a mangled and sickly appearance with a bone handle bearing strips of rotting flesh, and the striking points are sickly green in color. When striking, each cut kills the cells and revitalizes them outside of the victims control, and deep enough cuts render the limb completely useless and requiring it to be severed. Arcana: The weapon charges with raw, everflowing mana, glowing a pure pink color. Each hit drains the mana of the victim, restoring the mana of the user. Chaos: The weapon itself is solid, but it flickers a lot, appearing unstable. Strikes with the weapon have a chance to insight fear, confusion, and hysteria in the victim. Availability: Open
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Post by Sparky on Dec 11, 2019 5:11:35 GMT -8
Spell name: Shadow illusions Spell Main Element: Chaos -Spell Sub Elements: Darkness Affinity Strength: 6 Function: The user casts a wide radius of different shadow forms, ranging from abnormal humanoids to massive shadow like beasts. The shadows themselves are unable to inflict any physical damage, but if used properly it can cause panic or allow distractions for Dark mages to make a sneaky escape. Furthermore, sadistic mages can use these illusions for different "pranks" to torment different victims. Availability: Open
Spell name: Shadow Latch Spell Main Element: Darkness -Spell Sub Elements: N/A Affinity Strength: 3 Function: The caster sends out a shadow that grabs the target holding onto them, capturing the opponent and immobilizing them in place. Higher affinity shadow mages can unleash more at a single moment to a maximum of five. Likewise, higher affinity opponents can have an easier chance of escaping. Availability: Open
Spell name: Afterglow Spell Main Element: Light -Spell Sub Elements: Darkness Affinity Strength: 4 Function: The inverse of the afterimage effect, instead of the afterimage coming behind the caster, the image is sent first, acting as a feint to disrupt an enemies guard, while the caster comes with the real strike afterwards. Availability: Open
Spell name: Black Moon Spell Main Element: Darkness -Spell Sub Elements: N/A Affinity Strength: 2 Function: The caster sends a crescent slash fueled by darkness, through the surrounding shadows at a target's shadow. Whatever effect happens to the shadow, outwardly happens upon the target, dealing whatever knockback or stagger effect that may come. Furthermore, the attack deals internal damage to the target, potentially inflicting grave wounds. Availability: Open
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Post by swiftyuki on Feb 22, 2020 21:13:18 GMT -8
Spell name: Featherweight Spell Main Element: Chaos -Spell Sub Elements: Earth, Wind Affinity Strength: 5 Function: The user can alter their weight, making them lighter. Alternatively, they can cast it on an item or another person to make them lighter. This allows the user to jump higher and float to the ground instead of falling and negates fall damage. To keep this ability active for longer than a turn, it requires 5 mana per round. Availability: Open
Spell name: Heavyweight Spell Main Element: Chaos -Spell Sub Elements: Earth, Wind Affinity Strength: 5 Function: The user can alter their weight, making them heavier. Alternatively they can cast it on an item or another person to make them heavier. This allows the user or item to drop quickly or sink under a substance that isn’t solid. Users that are unable to negate fall damage with specialised armour or buffs will take massive fall damage. To keep this ability active for longer than a turn, it requires 5 mana per round. Availability: Open
Spell name: Telekinesis Spell Main Element: Arcane -Spell Sub Elements: Affinity Strength: 1 at base Function: The user focusses on an object to force it into levitating. Larger and heavier objects require more concentration, and as a result, a higher affinity. The object can be pulled, pushed, thrown, or flung around continuously. The longer it takes to keep an object afloat under one’s control will drain an additional 5 mana.
Affinity - Weight/Size Limit 1 - Rocks 4 - Trees 7 - Carriage 10 - Castle Availability: Open
Spell name: Telepathy Spell Main Element: Arcane -Spell Sub Elements: Affinity Strength: 1 at base Function: The user can mentally connect with another, or several others, to spread a message without speaking a word. At the weakest, it may be fragments and whispers, which are often found to be cryptic in nature. Stronger telepaths are capable of giving full speeches to massive crowds.
Affinity - Number of people reached - Speaking ability[/u] 1 - 1 - Whispers and fragments 4 - 15 - Mumbling and incomplete sentences 7 - 45 - General talking and full sentences 10 - 100 - Shouts and full speeches Availability: Open
Spell name: Levitation Spell Main Element: Arcane -Spell Sub Elements: Wind, Space Affinity Strength: 1 (5 if other bodies) Function: The user focuses on themselves and allows themselves to float in the air. The user, if strong enough, can also focus on at least 2 other bodies to levitate alongside them. Keeping this spell active will cost 10 mana per round. Space mages alter the center of one's gravity to force them away from the natural planetary gravity. Arcane mages coat the target in raw arcane magic so they become a moveable object. Wind mages cloak the target and use the air around them to keep afloat, though these gusts are not noticeable by touch but can be sensed for anyone who specialises with magic sensory. Availability: Open
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Naya
Apprentice
Posts: 10
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Post by Naya on Mar 31, 2020 14:21:05 GMT -8
Spell name: Create Simple Undead
Spell Main Element: Necromancy
-Spell Sub Elements: None
Affinity Strength: 1
Function: One of the most basic Necromancer spells, this covers the creation of the two most basic types of undead; the Zombie and the Skeleton. These creations are the weakest of the undead but are able to be created in vast numbers, making them good for swarm tactics. Skeletons are faster than Zombies but are less resilient and are especially vulnerable to blunt force. Zombies are tougher than Skeletons but slower and are vulnerable to slicing effects. The Affinity of the user determines how many Zombies or Skeletons they are capable of controlling and how often they need to pay the price but they all crumble at the end of a topic.
User Affinity - No. of Zombies/Skeletons - No. Before Price 1 - 5 - 1 2 - 10 - 2 3 - 15 - 3 4 - 20 - 4 5 - 25 - 5 6 - 30 - 6 7 - 35 - 7 8 - 40 - 8 9 - 45 - 9 10 - 50 - 10
Availability: Open
Spell name: Create Lesser Undead
Spell Main Element: Necromancy
-Spell Sub Elements: Varies
Affinity Strength: 3
Function: The next Necromancy spell that most learn is the ability to create more advanced variants of undead to further enhance their power. This spell governs the creation of three additional variants of undead, the Shade, the Ghost and the Ghoul. Shades are created by partially reforging the soul of a deceased person, turning them into a superior form of zombie. Shades are incredibly fast and dangerous due to possessing large, razor sharp claws, however they are not very resilient and are easily destroyed, especially by Fire. Ghosts are strange in that they do not deal damage normally but instead sap away mana with every touch and are immune to physical blows but they are incredibly susceptible to Death and Light magics. Ghouls require double the usual mana expenditure to create but are the most powerful of the Lesser Undead, possessing actual intelligence, wickedly sharp teeth and claws and the ability to heal by eating flesh. This spell also allows the creation of one type of Elemental Undead, made by fusing another element of the Necromancer into the undead, although these take up double the usual amount of mana to create. Lastly, the number of Lesser Undead the user can have at once is determined by their affinity, as is how many are made before paying the price. These crumble at the end of a topic however. Ghouls are special and count as 2 towards the limit controlled but their price must ALWAYS be paid when creating them.
(Name's) Elemental Variant: (Insert Variant)
Affinity - Number of Lesser Undead - No. Before Price 3 - 4 - 1 4 - 8 - 2 5 - 12 - 3 6 - 16 - 4 7 - 20 - 5 8 - 24 - 6 9 - 28 - 7 10 - 32 - 8
Availability: Open
Spell name: Create Advanced Undead
Spell Main Element: Necromancy
-Spell Sub Elements: Varies
Affinity Strength: 5
Function: As a Necromancer grows in power they learn to further manipulate the energies of Undeath and create ever more powerful undead although in far smaller numbers. The creation of Advanced Undead covers the creation of the Mummy, the Wight, the Flesh Beast and the Skeleton Lord while also allowing for an additional Elemental Variant. The Mummy is a powerful undead that while not very resilient, is capable of draining the life from those it touches as well as being able to cast magic up to Affinity 3 of a random Domain, other than Life or Death, that is decided when a Mummy is summoned. Wights are known as the true warrior undead, wielding weapons imbued with the touch of death and wearing heavy armour, Wights are incredibly tough and dangerous physically but are slow and possess no ranged weapons or magics. Flesh Beasts are incredibly tough as most wounds other than extreme slicing effects do very little but they are incredibly slow and their only means of attack is to grab enemies and either slam them against objects or absorb them and slowly gain in mass, becoming larger and more aggressive until their weight becomes too much and they collapse. The Skeleton Lord is more of a Commander type Undead as it projects an aura of Undeath that makes lower affinity Undead move faster and act more intelligent while they are within it. They are usually armed with bows or crossbows but are capable of utilising melee weapons if need be despite being nowhere near as proficient as Wights with them. The number of Advanced Undead able to be made is determined by the user's Affinity as is how many are made before the price is paid. Mummies and Skeleton Lords follow a separate number however and the price is paid for each one made. At the end of the topic, all Undead crumble to dust.
(Name's) Elemental Variant: (Insert Variant)
Affinity - No. of Wights/Flesh Beasts - No. Before Price - No. of Lords/Mummies 5 - 3 - 1 - 2 6 - 6 - 2 - 4 7 - 9 - 3 - 6 8 - 12 - 4 - 8 9 - 15 - 5 - 10 10 - 18 - 6 - 12
Availability: Open
Spell name: Create Greater Undead
Spell Main Element: Necromancy
-Spell Sub Elements: Varies
Affinity Strength: 7
Function: One of the higher tier and thus lesser seen Create Undead spells governs the creation of Greater Undead. These are incredibly dangerous Undead but are very few in number. In the Greater Undead category are Banshees, Dullahan, Animated Armour and Revenants as well as a new Elemental Variant. Banshees are an upgrade to Ghosts, made from particularly tortured and grieving souls, these undead are capable of leeching life away from everyone around them by screaming as well as being able to utilise up to Affinity 3 Necromancy and Plague spells. Dullahan are a strange collective entity made up of two horses, a carriage and a headless rider, it is capable of teleportation(up to 200 feet) and is incredibly resistant to damage, even to Death spells, however it has low damage output and is usually used for scouting or rounding people up. Animated Armour is a variant on the ghost, created by fusing a soul into an empty suit of armour. This creates a form of Golem that is wickedly intelligent and resistant to most magics other than Metal while being tough and dangerous, their issue is their complete lack of ranged weapons and having low sensory abilities, making them easy to sneak past. Lastly there are Revenants who are unique in that no matter the user's affinity they may only have one Revenant active at a time. Revenants are armoured, vengeful spirits capable of utilising up to Affinity 5 spells of any magic they had while they were alive and wielding weapons infused with the cold touch of death. They are pointed at a single target and will pursue it until either the target is dead or the Revenant is slain a number of times dependent on the creator's Affinity. The user's Affinity determines how many Dullahan/Animated Armours may be made at a time and how many are made before the price is paid. Banshee follow a smaller number and Revenants are limited to one. At the end of a topic, all undead crumble to dust other than the Revenant which continues its task, the user is unable to make another Revenant until the first is gone for good.
(Name's) Elemental Variant: (Insert Variant)
Affinity - No. of Armour/Dullahan - No. of Banshee - No. Before Price - No. of Deaths 7 - 2 - 1 - 1 - 1 8 - 4 - 2 - 2 - 2 9 - 6 - 3 - 3 - 3 10 - 8 - 4 - 4 - 4
Availability: Open
Spell name: Create Superior Undead
Spell Main Element: Necromancy
-Spell Sub Elements: Varies
Affinity Strength: 9
Function: The last of the widely known Create Undead spells is the ability to create Superior Undead, some of the most powerful around that are wickedly dangerous. The Create Superior Undead spell governs the creation of the following Undead: Lich, Nuckelavee, Jiangshi and Dracolisk, as well as a last Elemental Variant. The Lich is an incredibly powerful Undead and a common path for Necromancers to become one themselves, able to utilise incredibly powerful magicks, including elements usually anathema to Undead, they are the most dangerous ranged combatants of the Undead. When a Lich is raised, it is capable of using up to Affinity 7 of any magic it had when it was alive as well as gaining a randomly determined magical affinity at 6 that it can use to cast spells. Nuckelavee are a varant on the Revenant, looking like a horrific flayed Centaur-like creature with arms long enough to reach down and scrape the ground, ending in scythe-like talons. Nuckelavee are capable of turning invisible as well as teleporting through shadows, they are also incredibly tough and possess only two weaknesses; Salt and Cold Iron. The other main strength of the Nuckelavee is their speed as they are the fastest and one of the most intelligent of the Undead. The Jiangshi is a failed attempt to use Necromancy to create a Vampire, instead of a savvy, charismatic blood drinker, they ended up with a mutated, twisted beast that can drink the very souls of that which it catches. These are the most intelligent of the Undead and use this to stalk and find prey before catching them and eating them, strangely they are also one of the only Undead that Life magic has no effect on as they are not true undead. Then there is the Dracolisk, a beast made from a conglomeration of bones and souls to create a massive undead construct that usually take on the appearance of Dragons. Dracolisks are incredibly tough and are usually made to guard the Necromancer themselves or an incredibly important location but no matter affinity, a person may only have 1 Dracolisk at a time. At the end of a topic, all but the Dracolisk crumble to dust and fall away, Dracolisk stay as they cost 3 times the normal amount of Mana to create.
(Name's) Elemental Variant - (Insert Variant)
Affinity - No. of Nuckelavee/Jiangshi - No. of Liches 9 - 2 - 1 10 - 4 - 2
Availability: Open
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Post by abbeyabinch on Apr 2, 2020 15:42:00 GMT -8
Spell name: Psychokinetic Bolt Spell Main Element: Arcane -Spell Sub Elements: N/A Affinity Strength: 3 Function: User harnesses a well of telekinetic power into the palm of their hands, launching a bolt of pure force energy at a target. Anything hit by the bolt will not only be damaged, but be sent backwards by the telekinetic force. The force of the bolt can be increased through extended focus, allowing the caster to cause more damage, or force a target back further. Availability: Open
Spell name: Forceback Spell Main Element: Arcane -Spell Sub Elements: N/A Affinity Strength: 1 Function: The user sends a wall of telekinetic energy at a target, shoving and staggering them backwards. This attack does not damage the targets, and can be resisted with enough opposing force. Availability: Open
Spell name: Psychokinetic Crush Spell Main Element: Arcane -Spell Sub Elements: N/a Affinity Strength: 6 Function: The user telekinetically lifts a target into the air, and exerts a massive amount of force upon it, crushing the target until it is utterly destroyed. This can range from inanimate objects to living individuals. However the basic principles of telekinesis still apply, and a caster cannot lift or crush anything they would not normally be able to lift. Availability: Open
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Post by Sparky on Apr 9, 2020 23:23:26 GMT -8
Spell name: Elemental Cloaking Spell Main Element: Arcane -Spell Sub Elements: Variable Affinity Strength: 7 Function: Essentially a safer version of elemental flesh, the user coats themselves in the raw element they align with, changing their form to enhance their physical capabilities. Some elements obviously lean more towards offense than defense, while some may favor agility. However, the ability is fully manipulated by the caster, and as such they can take their own pick of how it acts and performs. Perhaps they want claws made of earth or lightning, or fists of ice, or maybe they'd lean towards a sturdy iron hide of steel, the form can be freely manipulated to suit the needs of the caster. Availability: Open
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Post by Sparky on Apr 10, 2020 1:09:29 GMT -8
Spell name: Sturdy Spell Main Element: War -Spell Sub Elements: N/a Affinity Strength: 1 (Passive) Function: Given their dedication to the art of battle, War mage's know exactly how to properly position themselves, and inherently are harder to knock down or stagger than most. This sturdy nature makes them passively more resistant to spells and actions that may cause them to stumble, fall, stagger, or become knocked prone. Availability: Open
Spell name: Unyielding Spell Main Element: War -Spell Sub Elements: N/a Affinity Strength: 1 (Passive) Function: When in the throws of combat, a mage tied to the element of war gives themselves to the slaughter completely. This act fills them with a surge of adrenaline, numbing all pain and allowing them to surge forth like a single person wrecking crew, shrugging off damage for the sake of destruction. For many, they lose all mental control, turning into essentially mindless beast, not stopping without immense effort or outside influence. Availability: Open
Spell name: Eviscerate Spell Main Element: War -Spell Sub Elements: N/A Affinity Strength: 5 Function: The user floods their weapon with raw war energy, using it to utterly shred through their target brutally. This is a ferocious and barbaric spell, neglecting any sort of refinement for pure, unrestricted violence. Many casters wind up coating themselves in the viscera of their victims, and only those who dedicate themselves to the art of slaughter have been known to utilize this skill. Availability: Open
Spell name: Hyper-Violence Spell Main Element: War -Spell Sub Elements: N/a Affinity Strength: 6 Function: The caster trades mental control for extreme physical enhancement. Endurance, strength, and speed are all increased, and having given up all control of themselves, the caster is sent forwards in a bloody streak. This spell is one of pure, bestial mania, and is a skill that is usually enhanced in someway by combat drugs. Pain no longer registers, and as a result, this spell is dangerous for everyone involved from enemies to allies, to the caster themselves, as they take such an immense amount of physical harm without ceasing that by the time the spell ends, they are left a tattered mess. Availability: Open
Spell name: Hurl Spell Main Element: War -Spell Sub Elements: N/a Affinity Strength: 4 Function: The caster grabs either an enemy or an object and enhances their physical capabilities to launch whatever they've grabbed at high speeds, turning even a simple brick into a devastating projectile. Availability: Open
Spell name: Overwhelming Presence Spell Main Element: War -Spell Sub Elements: N/a Affinity Strength: 3 Function: Caster enhances their physical capabilities, emitting a presence of sheer intimidation. Enemies that fall to the intimidation risk being frozen by fear or turn and run. While the force of the caster's physical capacity can be enough to crack the ground with every step, or crush items in one's hand, this is not an offensive skill. Availability: Open
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Post by Sparky on Jun 2, 2020 20:09:18 GMT -8
Spell name: Wind bullet Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 2 Function: The caster collects condensed air into a point, firing it off as a bullet shaped projectile towards its target. The caster can trade range for damage, increasing the effectiveness when fired point blank, or vice versa to allow for further ranged shots. Effective range and damage can increase with affinity score. 2: Effective damage equal to a slingshot, with equal range. (5m max) 5: Effective damage equal to a rubber bullet, 15m max 8: Effective damage equal to a small caliber bullet, 45m max 10: Effective damage equal to a rifle caliber bullet, 135m max Availability: Open
Spell name: Squall Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 4 Function: The caster creates a brief, turbulent storm of battering wind upon a target area, knocking around any enemies caught within, with the potential of knocking them prone or staggering them backwards. Availability: Open
Spell name: Turbulence Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 5 Function: The caster creates violent updrafts, lifting and hurling any target caught in the gusts. Any flying target that enters the zone of conflict risks having the air taken out from beneath them, dropping them or disrupting their ability to fly. Availability: Open
Spell name: Wind blast Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 5 Function: The caster thrusts their palms forwards, launching a wall of air towards a target, blasting and battering them backwards with excessive force. The force given has the potential to knock the breath out of a target or even shatter or crack ribs if given enough power behind the strike. Availability: Open
Spell name: Aeromanipulation Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 1 Function: Through practice and focus, a wind mage can control the air around them, guiding the wind through their own actions. Powerful mages can create storms around them, or use the air as a weapon itself. Availability: Open
Spell name: Air Cloak Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 4 Function: The caster covers themselves in a turbulent storm of wind, deflecting any projectiles. The cloak requires intense focus to keep it active, and any break in concentration can cancel the spell, leaving a mage defenseless. Availability: Open
Spell name: Collected Breath Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 3 Function: The caster inhales a massive breath, gathering up a large quantity of air, before blowing it out, forcing back any enemy's caught in the draft. The force of the exhale has the potential to knock down objects caught in the breath's path, and skilled wind mages can train to increase their lung capacity, allowing for more forceful results. Availability: Open
Spell name: Derecho Canon Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 8 Function: The caster collects a mass of air, growing it in intensity until a violent storm is collected within the palm of their hand, before firing it off towards their designated target. The spell fires off as though a horizontal tornado is being created, thrashing the earth and battering any creature caught within its path. The attack functions in a straight line, and cannot be bent or twisted by the caster, however other skilled wind mages can redirect the burst if they have enough control, and sufficiently thick barriers can prevent total destruction. Availability: Open
Spell name: Air Purification Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 3 Function: When placed in a room that potentially is filled with airborn contaminants, a wind mage can filter the air, collecting the impure elements to purify the air around them and clear out lethal toxins, forming them into bubbles that can be disposed of or redirected. Availability: Open
Spell name: Wind Sheer Spell Main Element: Wind -Spell Sub Elements: N/A Affinity Strength: 7 Function: The caster creates a mass of violent air, centralized upon a small area. The wind within this mass is razor sharp and brutally slices at anything caught within it. This spell is moderately inaccurate, but makes up for it in the sheer volume of cuts it can deal, should a target not escape the storm. Availability: Open
Spell name: Breathe Life Spell Main Element: Wind -Spell Sub Elements: Life Affinity Strength: 7 Function: A caster draws in energy from the world around them, exhaling a purifying breath that, when inhaled or drawn in, can fully heal a downed or unconscious target. More powerful mages can even bring back the recently deceased, as long as their soul hasn't already passed onto the other side. Availability: Open
Spell name: Cloud manipulation Spell Main Element: Wind -Spell Sub Elements: Water Affinity Strength: 3 Function: An advanced form of aeromanipulation, the mage draws elements from the world around them to create and manipulate clouds. Mages skilled in this ability can puppeteer the clouds they create, forming them into shapes or utilizing them for different means. Availability: Open
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Post by swiftyuki on Jun 24, 2020 21:23:29 GMT -8
Spell name: Ensnaring Shadows Spell Main Element: Darkness -Spell Sub Elements: Affinity Strength: 1 Function: The user can manipulate the darkness into a tangible state with tendrils lashing out and attempting to latch onto the target, tangling around them in an attempt to immobilise the target. It’s harder to break from the shadows with mages of higher affinities, but it is also much more difficult to capture larger targets if the mage is weaker.
Affinity - Creature Size 1 - Small 4 - Medium 7 - Large 10 - Dire Beast Availability: Open
Spell name: Magnetic Arts: Attraction Spell Main Element: Metal -Spell Sub Elements: Lightning Affinity Strength: 1 Function: Mages of lightning and metal have learned that conductive metals can be used like magnets, allowing them to use electric wavelengths in the metal to attract it towards them. The higher affinity means they can emit a stronger attraction field around them, making magnetic items fly towards them faster and through certain objects if need be.
Affinity - Attraction Strength 1 - Penetrates paper 4 - Penetrated cloth 7 - Penetrates 10 - Penetrates stone Availability: Open
Spell name: Magnetic Arts: Repulsion Spell Main Element: Metal -Spell Sub Elements: Lightning Affinity Strength: 1 Function: Mages of lightning and metal have learned that conductive metals can be used like magnets, allowing them to use electric wavelengths in the metal to repulse it away from them. The higher affinity means they can emit a stronger repulsion field around them, making magnetic items fly away from them faster and through certain objects if need be.
Affinity - Repulsion Strength 1 - Penetrates paper 4 - Penetrated cloth 7 - Penetrates 10 - Penetrates stone Availability: Open
Spell name: Control Rods Spell Main Element: Metal -Spell Sub Elements: Lightning Affinity Strength: 1 Function: The caster flings or impales conductive rods into the target in any size they desire. Smaller rods are easier to hide, but require a larger amount embedded in flesh to do much while larger rods are easier to control and can be used in smaller amounts. The rods are charged with electrical impulses and make lightning and magnetic metals attract to the target faster. Additionally, due to the electric impulses in the rods, it may cause areas with rods in them to twitch spaztically.
Affinity - Amount of Effect 1 - Minor muscle spasms (hands) 4 - Muscle spasms (arms/legs), minor burns 7 - Full body shock, torso contractions, burns 10 - Full body shock, major burns Availability: Open
Spell name: Solder Trap Spell Main Element: Metal -Spell Sub Elements: Fire Affinity Strength: 1 Function: The caster throws a metal infused with a delayed bit of magic, turning into liquid soldering metal upon contact with the next surface it touches. The metal inflicts burns due to reaching its melting point on the target and may cause immobilisation depending on where the metal landed. Fire mages are required to bring metal chunks with them or can use metal created by a metal mage. Availability: Open
Spell name: Oil Bomb Spell Main Element: Water -Spell Sub Elements: Fire, Flora, Life Affinity Strength: 3 Function: Mages that can turn mana into slick liquid found that they can send it in short bursts by projectile spitting it out of their mouths. This will make an object or person it comes into contact with hydrophobic but also very susceptible to being lit aflame. Availability: Open
Spell name: Alcohol Flood Spell Main Element: Water -Spell Sub Elements: Affinity Strength: 3 Function: Mages that learned to turn mana into a liquid accumulate enough to flood an area around them with a layer of alcohol. This alcohol can spread further in water and makes objects and people it comes into contact with can dampen the effects of acids and disinfects open wounds. Availability: Open
Spell name: Oil Skin Spell Main Element: Water -Spell Sub Elements: Fire, Flora, Life Affinity Strength: 7 (faunus bypass) Function: For animals and Avian Faunus, this comes very naturally, while mages that learned from nature have figured out a way to apply the same ability to themselves. They coat their entire body in an oil that makes them hydrophobic but allows them to be lit on fire. This oil is specialised in a way that prevents the fire from burning their person and allows themselves to be engulfed in a flame without burning. Availability: Open
Spell name: Drunk Arts: Fermentation Spell Main Element: Flora -Spell Sub Elements: Water, War, Life Affinity Strength: 4 Function: An art accidentally found by Maisha by ingesting foods that are in the process of fermentation, some devout followers have attempted to craft an artform out of it, processing advanced fermentation of fruits in their guts to give themselves the drunk effect. While it’s recommended against minors as that can inflict self harm in terms of development, adults that use this art develop unusual and near impossible to read movements. This spell alone is the base for any other drunken based spell. The effects of this spell wear off after 3 rounds. Availability: Open
Spell name: Drunk Arts: Seasick Stance Spell Main Element: Water -Spell Sub Elements: Flora, War, Life Affinity Strength: 6 Function: An art found between Pyrion and Maisha when drunk, devout followers decided to attempt to make it into a viable fight style while intoxicated. Through careful training and exposure to the drunk effect, the mages are now capable of holding their own in a fight. They remain off balance and can stumble around but use these movements to their advantage. However, there is a major drawback and this requires to remain intoxicated when using this stance in that the user can get incredibly sick at a random point in time after 5 rounds.
It’s recommended minors do not attempt to start training this fighting style until they are able to legally drink. Availability: Open
Spell name: Drunk Arts: Transfer Intoxication Spell Main Element: Life -Spell Sub Elements: Flora, War, Water Affinity Strength: 7 Function: A spell figured out on pure accident, upon physical contact with the target and enough sober concentration, the user can transfer their intoxication status to the target. If the target is another Drunk Arts user, it can bolster the time they remain drunk by 5 rounds. If the target is sober and not a Drunk Arts user, they are stunned and struck with a sudden wave of nausea and extreme sensitivity to light and sound. The user, after transfer, is in a sobered state until drunk again.
Depending on the point of contact, the symptoms of nausea and sensitivity may swap in order. If the head is targeted first, the user will process sensitivity to light and sound first. If it is their stomach, they are struck with a hard wave of nausea. Availability: Open
Spell name: Drunk Arts: Slurred Speech Spell Main Element: Life -Spell Sub Elements: Water, War, Flora, Sound Affinity Strength: 4 Function: When gaining intoxication levels, the user’s speech becomes slurred. Those that practice the Drunk Arts have learned to fabricate a coded language for it that almost doesn’t sound like anything more than vocal noise to most. Sound mages that study the art from the outside long enough can figure out the code and also be a sober ally or enemy in tagging into the language when in contact. Availability: Open
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Post by swiftyuki on Apr 25, 2021 20:50:30 GMT -8
Spell name: Compact Matter Spell Main Element: Space -Spell Sub Elements: Affinity Strength: 1 at base Function: The caster focuses on an object in question and forces its atoms to compact in a way that makes the structure unstable and crushes it and if the mage is strong enough, can compact the object into a fine array invisible to the naked eye. This causes a small distortion in the space where the object once was and can crush bones for anyone within the immediate vicinity.
Affinity - Ability to Compact 1 - Crush 4 - Compact 7 - Fold 10 - Disintegrate
Affinity - Object size 1 - Handheld/Pocket Items 4 - Storage Crates/Chests 7 - Vehicles 10 - Buildings Availability: Open
Spell name: Expand Matter Spell Main Element: Space -Spell Sub Elements: Affinity Strength: 1 at base Function: The caster focuses on an object and forces its atoms to expand in a way that makes the object’s shape change. Advanced mages can make item explode into a form of frag grenade that flies out in all directions. The shrapnel can be refined or left as large chunks, depending on the will of the user.
Affinity - Ability to Expand 1 - Deform 4 - Break 7 - Shatter 10 - Detonate
Affinity - Object size 1 - Handheld/Pocket Items 4 - Storage Crates/Chests 7 - Vehicles 10 - Buildings Availability: Open
Spell name: Graviton Crater Spell Main Element: Space -Spell Sub Elements: Affinity Strength: 5 Function: The air around the area is noticeably gathered and compacted before it’s immediately expanded to force an explosion only visible with disruptions in the atmosphere. The aftermath leaves a massive crater where the explosion happened if it was near land. These craters are typically about 15’ in diameter. Availability: Open
Spell name: Envelop Matter Spell Main Element: Space -Spell Sub Elements: Affinity Strength: 1 at base Function: The caster focuses on an object and seems to distort the space around the object, forcing it to leave the immediate vicinity and store it elsewhere, visually warping and distorting the object in a way that makes it look like it’s being sucked out in thin air. There appears to be no limits of how much one can store, but there does seem to be a limit with how large the object can be when storing. Additionally, attempting to take objects larger than the size their affinity can take on average will only take chunks out instead and will make the objects in question appear to be fragmented.
Affinity - Object size 1 - Handheld/Pocket Items 4 - Storage Crates/Chests 7 - Vehicles 10 - Buildings Availability: Open
Spell name: Retrieve Matter Spell Main Element: Space -Spell Sub Elements: Affinity Strength: 1 at base Function: This spell requires Envelop Matter to be known. The caster focuses on a spot, forcing an object to seemingly be ‘created’ there. Items can be dropped over targets or next to the caster, depending on the point where the caster is focusing. The caster is capable of picking any stored item they choose, rather than the item being random. It appears as a visual reverse of Envelop Matter, where the item warps back into existence out of seemingly nowhere.
Affinity - Object size 1 - Handheld/Pocket Items 4 - Storage Crates/Chests 7 - Vehicles 10 - Buildings Availability: Open
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Post by swiftyuki on May 11, 2021 14:23:48 GMT -8
Spell name: Illusionary Arts: Dreamscape Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 1 Function: The caster makes eye contact with the target of choice or can use double the mana needed to turn the spell into an area of effect spell with range based on their affinity to hit multiple targets around them. When the target is under the influence of the spell, they are out until they are attacked or after a set round of turns if the caster is continuing to use mana to overpower the target’s pain tolerance. Attacks while the target is asleep are doubled in damage.
Additionally, the caster sets the stage for the target’s dreamscape. This particular spell induces dreams. When the caster wakes, they may be more oblivious to immediate pain and remain drowsy, allowing them to fall asleep again and potentially letting themselves bleed out if the damage is severe enough.
Affinity - Duration Target is Influenced After Waking (Per round) 1 - 3 4 - 5 7 - 7 10 - 10
Availability: Open
Spell name: Illusionary Arts: Nightmare Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 1 Function: The caster makes eye contact with the target of choice or can use double the mana needed to turn the spell into an area of effect spell with range based on their affinity to hit multiple targets around them. When the target is under the influence of the spell, they are out until they are attacked or after a set round of turns if the caster is continuing to use mana to overpower the target’s pain tolerance. Attacks while the target is asleep are doubled in damage.
Additionally, the caster sets the stage for the target’s dreamscape. This particular spell induces nightmares. When the target awakens, it’s much harder for them to fall asleep again and they will also continue to see illusions of whatever they saw in their nightmares as long as the caster is nearby in the same topic.
Affinity - Duration Target is Influenced After Waking (Per round) 1 - 3 4 - 5 7 - 7 10 - 10
Availability: Open
Spell name: Illusionary Arts: Limbo Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 4 Function: The caster makes eye contact with the target of choice or can use double the mana needed to turn the spell into an area of effect spell with range based on their affinity to hit multiple targets around them. When the target is under the influence of the spell, they are out until they are attacked or after a set round of turns if the caster is continuing to use mana to overpower the target’s pain tolerance. Attacks while the target is asleep are doubled in damage.
Additionally, the target is no longer in a dream-like realm and instead in a plane of black and white. They will see shadows in their periphery but looking directly at the shadows will make them vanish as well as hearing whispering but being unable to understand what is being said. When the target wakes, they will be disoriented as long as the caster is nearby and may not be able to perceive illusions from reality, which may turn them against their ally or have them run in fear depending on their reaction to being in Limbo.
Affinity - Duration Target is Influenced After Waking (Per round) 4 - 5 7 - 7 10 - 10
Availability: Open
Spell name: Illusionary Arts: Astral Projection Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 4 Function: The caster makes eye contact with the target of choice or can use double the mana needed to turn the spell into an area of effect spell with range based on their affinity to hit multiple targets around them. When the target is under the influence of the spell, they are out until they are attacked or after a set round of turns if the caster is continuing to use mana to overpower the target’s pain tolerance. Attacks while the target is asleep are doubled in damage.
Additionally, the target is subjected to watching somewhere in the room, secluded from their body while under influence of this spell. When they wake, they may be disoriented but are perfectly aware of what happened while they were out. Pains from wounds inflicted are not felt until they are awake and can ultimately stun the target(s) due to a sudden burst of feeling.
Affinity - Duration Target is Influenced After Waking (Per round) 4 - 5 7 - 7 10 - 10
Availability: Open
Spell name: Cursed Arts: Draining Dreams Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 4 Function: This spell can only be used if the target is asleep. While they are asleep, the caster can use this spell to leech health from the target’s dreams. This can twist dreams into a darker state and reduces their mentality level to induce hallucinations when they wake. The more health that is taken from the target, the more likely they are to wake and unwilling to fall asleep again.
*Mod note: The target’s chances of waking are 1:1 to the percentage of health drained. For example: 10% health taken has a 10% chance to wake. Availability: Open
Spell name: Cursed Arts: Insomnia Spell Main Element: Chaos -Spell Sub Elements: -- Affinity Strength: 1 Function: The target in question is unwilling to sleep while under influence of this spell. The longer they are under the influence, the more likely they are to be exhausted, weakening their ability to attack and defend properly. The caster can continue to put the target under the influence of the spell with a mana drain per round, but a single cast will only last a set number of rounds.
Affinity - Rounds the Target is Afflicted 1 - 3 4 - 5 7 - 10 10 - 15 Availability: Open
Spell name: Cursed Arts: Blood Sacrifice Spell Main Element: Chaos -Spell Sub Elements: Blood, Water, Death Affinity Strength: 5 Function: The trigger involves getting a fresh sample of blood from the target, but the methods in which these curses work varies on the caster. Over time, the target in question will take damage without anything directly causing it while the spell is active. The health drain gains additively for every round this spell is active, save for when the number of rounds the spell is active expires, the target dies, or the caster dies.
Affinity - Additive Damage Gain - Rounds Active 5 - 2 - 5 8 - 5 - 10 10 - 8 - 15 Availability: Open
Spell name: Cursed Arts: Living Voodoo Doll Spell Main Element: Chaos -Spell Sub Elements: Blood, Water, Death Affinity Strength: 1 Function: The caster draws blood from the target and injects the blood into themselves as a trigger for the spell. This forcibly connects the two together and the caster proceeds to harm themselves in the process to induce harm to the target. The length of this curse is based wholly on the pain tolerance of the caster. If the target is injured by other forces that isn’t the caster, it doesn’t affect them as it’s an external source not entwined with their link. If the caster is able to regenerate health, the target does not regenerate alongside the caster.
Affinity - Rounds Pain is Tolerated 1 - 5 4 - 10 7 - 15 10 - 20 Availability: Open
Spell name: Cursed Illusionary Arts: Purgatory Spell Main Element: Chaos -Spell Sub Elements: Arcane Affinity Strength: 9 Function: A stronger chaos spell that puts a single target that makes eye contact with the caster under influence of the spell until they obtain the ‘correct answer’ as a key to leave. These spells are typically used by prison wardens in an attempt to turn the paths of those around if they are not on death row as a rehabilitation method. There are some mages that learned this spell that will attempt to use it to advance for their own purposes.
The target in question is put into a coma-like state until they reach a satisfactory answer for the caster’s intentions. While under the influence of this spell, they will repeat the same scenario over and over, with an overseer created in an image that the caster chooses and the scenario laid out for the target to react to. The answer, or key, to escape this spell will alter the target’s choices in life, as it is meant to entirely change their lifestyle for better or worse. Alternatively, if this target is injured by an external force, the spell ends prematurely and does not alter the character’s course of life. If the character is killed while under this spell’s influence, the spell ends and they will be sent to the afterlife realms. Availability: Open
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Post by swiftyuki on Jun 11, 2021 7:17:55 GMT -8
Spell name: Diamond Dust Storm Spell Main Element: Earth -Spell Sub Elements: Wind Affinity Strength: 3 Function: Using magic to pick up eroded particles of fine crystal either through a gust of wind or with affinity to earth, a sudden storm kicks up and proceeds to decrease vision. Those that are blind or capable of other forms of sensory can ignore this infliction. Those wearing facial protection are less likely to inhale the dust or get it in their eyes.
The dust itself contains small, but incredibly sharp minerals that shred across any surface it touches. Those that survive the storm will find several scratches across their body and armour. Those less fortunate or heavily injured will have heavier lacerations across their body from overlapping cuts, typically a mark of being in the storm for far longer periods of time.
Affinity - Duration of Storm (Rounds) 3 - 2 6 - 4 9 - 8 10 - 16 Availability: Open
Spell name: Nutrient Drain Spell Main Element: Life -Spell Sub Elements: Affinity Strength: 1 Function: A form of parasitic abilities within the domain of life, the user can steal nutrients from the target, which in turn will drain the defensive or offensive stats of the target for the duration of the fight until they cast or take a supplementary buffer and add to the user’s stats temporarily. The stat that is drained needs to be clarified when used.
The amount drained is equivalent to how many times this spell is cast, or the affinity it is casted at. For example, if the spell is cast at affinity 2, it will take twice the amount of nutrients in a single cast. If the target’s stats are already at 0, it can drop to -5 maximum which will make them incredibly weak to attacks.
Affinity - Rounds Buffed 1 - 3 4 - 6 7 - 9 10 - 12 Availability: Open
Spell name: Lightning Threads Spell Main Element: Lightning -Spell Sub Elements: Affinity Strength: 1 Function: A spell that casts thinned out bolts of lightning, not for the intent to harm directly but control objects remotely. The user can take magnetic items and throw them around as if it was attached to string, applying an additional electricity stun if they strike a target. This spell can be cast multiple times at once, applying an additional thread on each finger with a maximum based on their affinity. It costs an additional 5 mana to keep the spell going, regardless of how many threads are active.
Unless the other persons involved are immune to lightning in some way, the threads can electrocute anyone that touches them. Attempting to move through the threads or break them will act like a string with glue on it and will instead stick onto the other person until the caster untangles the thread or recasts it. In liquid environments, it may be harder to use the threads as they spread across the surface of the liquid as a thin sheet of electricity..
Affinity - Threads created 1 - 5 4 - 10 7 - 15 10 -20 Availability: Open
Spell name: Crude Metal Spell Main Element: Metal -Spell Sub Elements: -- Affinity Strength: 1 Function: Though the metal created with this form is incredibly brittle and can be melted to make a more refined metal ingot, these crude metals have their own uses as quickly made sheets and shards that can splinter into smaller and sharper pieces that can shred a target. It’s a basic spell that most metal mages learn very early as a start to refine their abilities and the properties of the metals they tamper with. Availability: Open
Spell name: Metal Shard Storm Spell Main Element: Metal -Spell Sub Elements: Lightning, Earth Affinity Strength: 3 Function: With the acts of splintering metals into fine particles, a swarm of metal flecks razes across surfaces and leaves gashes into them while grinding harder surfaces down and lacerating softer ones. The spell can be used in combination with lightning or fire magic to inflict burns and stuns as well as electrifying targets or surfaces that conduct electricity. It takes an additional 5 mana per round to keep the storm going. Availability: Open
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